Quote:
Originally Posted by blahblahblah
One of the well known problems in the gaming industry is this:

90% of the guys making games are top college talent who went to school specifically to make games and they will take low wages to do so. The game companies realize this and work them very long hours, especially in "crunch time". Can you imagine 8 months of 60-80 hour weeks. Can you say burned-the-fuck-out?

Some of that probably contributed to Vanguard's poor launch (and it reflects bad management as has been mentioned). After 8 months of "crunch time" I wouldn't really give a shit about the project, ship that fucker out and give me my pink slip in the parking lot.


In my experience I find the opposite true; especially in regard to 'top college talent'.

People who take the time to educate themselves, ie: go to college and get a degree, are far less likely to put up with the rigorous hours and schedules. The entry level employees may subject themselves to this to get their foot in the door, but they do not stand for it long and either leave, or refuse to work the ridiculous hours.

Most coders do have some level of education in computer science, and yes, some do come from gaming schools like the Guild Hall and others. The coders on VG did not work the 60+ hour weeks on end and primarily held 'regular' schedules. There were a few who went above and beyond, but it was the exception, not the rule. Morale issues demotivated the code staff far more than burn-out.

Most artists pursue some level of education as well; either at universities, or technical art schools. They as well as the coders will generally not work the long hours and will eventually revolt when pressured. You have to maintain a high level of self-discipline along with a perfectionist attitude to work the crunch hours, and there were a handful of artists on VG who fit that mold. However, most worked regular hours throughout, with two mandatory crunch weeks at the end of the project. There was a high level of burn-out from working on the same project for five years. Artists in particular crave variety, yet on a MMO you are dedicated to one style for years at a stretch.

Designers are generally uneducated past high school. Most begin as GMs, QA, or entry level associates and work their way through the ranks. These people are usually more than willing to work the long hours in an effort to prove their worth and 'one-up' their peers. The designers generally feel an overwhelming vested interest in the game as most are gamers themselves (coders and artists tend to be more casual players), and designers are the funneling point where art and code are combined to make the game come to life. Almost all designers pulled the 60+ hour weeks for almost a year; many for two years. Burn-out and morale issues exacted a heavy toll.

That is my experience anyway.</div> <div> __________________
Nino McHammer
Fires of Heaven
Veeshan

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